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Menu Dragon Quest

Ir abajo

Menu Dragon Quest Empty Menu Dragon Quest

Mensaje por Axel el Vie Mayo 23, 2014 12:12 pm

Aqui les traigo un nuevo Script para la comunidad aportando mi granito de arena y espero les guste y les sea util

Nombre del Script: Menú Dragón Quest
Autor: Ekras

¿Que Hace?
Despliega un menú exactamente similar al de los juegos de la popular franquicia de Dragón Quest

Uso: Copiar y Pegar arriba de Main o en su defecto debajo de ella

Screen:

Menu Dragon Quest I74exl

Spoiler:

Código:
#==============================================================================
# � [RMVX] Dragon-Quest Style Status Indicator Version 1.00
#------------------------------------------------------------------------------
# by Ekras
#
# released on 04/07/2008
#
# Credit to Woratana [woratana@hotmail.com] for his LiteMenu which
# this is based on
#
# Thanks to khmp for some forum help :)
#
# Features Version 1.0
# - Based on LiteMenu 1.1 by Woratana
# - Allows for Dragon-Quest style HP and MP indicators to
#   appear at the bottom of the screen on the menu
# - Removed Location Window Support 
# - Boxes can be moved around by adjusting varibles in the set-up
# - Able to adjust each lines text and/or stat with ease
# - Able to adjust the positions of the boxes!
# - Default size supports up to 8 character names but boxes can be expanded
# - Uses database menu colors etc.
# - Currently supports showing Name, Level, HP, and MP in the boxes
# - Easy to add new stats to be shown
#==============================================================================

module Wor_Litemenu

  #Old Litemenu Setup
  MENU_WINDOW_Y = 20
  CHARA_WINDOW_Y = 80
  CHARA_WINDOW_WIDTH = 175
  SHOW_LV = false

  
end

class Scene_Menu < Scene_Base

  def initialize(menu_index = 0)
   @menu_index = menu_index
   @LASTX = 0
   
#MINI-BOX SETUP HERE  

#These boxes are kinda tricky - messing with one effects the others sometimes
#You can move it anywhere, it may just take a little while to find the right
#combination of numbers. 

#   Main Setup
   @NS_LOCATION = -70 #Move the mini-boxes to the left or right
   @NS_GAP = 220 #Adjust this to make the mini-boxes closer or further apart
   @BOX_W = 110 # Adjust the width of the mini-boxes
   @BOX_H = 115 #Adjust the height of the mini-boxes
   @BOX_Y = 280 #Adjust the Y coordinates of the mini-boxes
   
#   NAME SETUP
   @NAME_ONOFF = true #True is on, false is off
   @N_X = 0 # Set the X coordinates for the characters name
   @N_Y = 0 # Set the Y coordinates for the characters name
   
 # Setup Each line of text in the boxes. By default it supports a name line and
 # up to 3 other lines of text. 
 # Adjusting these changes the boxes for all characters.
 # I included instructions below on how to add more as well as how to 
 # add new stats to the list.
#   LINE 1 SETUP
   @LINEONE_ONOFF = true #true to turn the box on, false to turn it off
   @L1_Y = 20 # Set the y coordinates of the text
   @L1_X = 0 # Set x coordinates of the stat header
   @L1_X2 = 30 # set the distance of the stat from the header
   @L1_HEADER = 'HP:' #Sets the text header of the stat
   @L1_STAT = 1 # See Stat Guide Below
   
#   LINE 2 SETUP
   @LINETWO_ONOFF = true #true to turn the box on, false to turn it off
   @L2_Y = 40 # Set the y coordinates of the text
   @L2_X = 0 # Set x coordinates of the stat header
   @L2_X2 = 30 # set the distance of the stat from the header
   @L2_HEADER = 'MP:' #Sets the text header of the stat
   @L2_STAT = 2 # See Stat Guide Below 

#   LINE 3 SETUP
   @LINETHREE_ONOFF = true #true to turn the box on, false to turn it off
   @L3_Y = 60 # Set the y coordinates of the text
   @L3_X = 0 # Set x coordinates of the stat header
   @L3_X2 = 30 # set the distance of the stat from the header
   @L3_HEADER = 'LV:' #Sets the text header of the stat
   @L3_STAT = 3 # See Stat Guide Below

   
   #STAT GUIDE
   
# This is the list of currently implemented stats to show in the mini-boxes
# To use input their item number in the STAT line of the line you want it to
# show up on. If you want it to show anything else it shouldn't take you 
# long to get it to display it


# 1 : Hitpoints
# 2 : Magic-Points
# 3 : Level

#   #ERROR LIST
#
# The displayed errors show up in the following format:
#
# ER: - stands for error
# After the ER there will be an  #xL number
# # stands for the line number of the error
# L stands for the error code
#
# Error code A means that the line numbers stat is below zero
# Error code B means that the line numbers stat is above the highest STAT # (3)


#   ADVANCED SETUP
#    -ADDING NEW LINES
# So you want to add new stats to the boxes huh? Heres how to do it. First off
# change the total number of lines to how many lines are going to be displayed.

   @LCOUNT = 3 #Set the number of lines here
#Now to add a new line go to EACH window box, and copy/pasting an existing line
# and modify it to display your new stat. Shouldn't be too hard. 
# Dont forget to change the error code to reflect the new line number
# once you are done, go above and copy/paste a setup from a line, and change the
# varibles on the new one to reflect the new line.
#
#   -ADDING NEW STATS TO BE DISPLAYED
# To add a new stat to the menus first add it to the STAT Guide Above
# Once you have a number go down into EACH Menu box below and copy/paste a stat item
# Change if @L1_STAT == X to the number of the new stat
# Now add to each box an event to get the info of the stat
# Finally edit the stat section of the new item in the list, 
#
#
# Sending new STATS to the author
#
# If you feel the next release of this script should have other stats in it
# email me at strager at comcast dot net with a subject line of "MINI-BOX STAT".
# email without this subject line will not be read (my email only accepts
# pre-approved subject lines
#
# In the email change the STAT number to #
# Send only one status box's code- I'm smart enough to replicate it in the other
# boxes :)
# Please don't email other requests (use the forums to make script requests)
end

 def start
   
   super
   psize = ($game_party.members.size)
   create_menu_background
   create_command_window
   lite_create_actor_window
  
for actor in $game_party.members
    if psize == 4
      @LASTX = ((@NS_GAP * 1) - @NS_LOCATION)
      create_newstat_windowfour (psize)
    elsif psize == 3
      @LASTX = ((@NS_GAP * 2) - @NS_LOCATION)
      create_newstat_windowthree (psize)
    elsif psize == 2
      @LASTX = ((@NS_GAP * 3) - @NS_LOCATION)
      create_newstat_windowtwo (psize)
    elsif psize == 1
      @LASTX = ((@NS_GAP * 4) - @NS_LOCATION)
      create_newstat_window (psize)
    end
    psize = (psize - 1)
   end
   end

def lite_create_actor_window
   member = []
   @item_max = $game_party.members.size
   for actor in $game_party.members
   member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true
   member.push (actor.name) if Wor_Litemenu::SHOW_LV == false
   end
   @status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member)
   @status_window.index = @menu_index
   @status_window.x = (554 /2) - (@status_window.width/2)
   @status_window.y = Wor_Litemenu::CHARA_WINDOW_Y
   @status_window.visible = false
end

 
# Party member 1's Box
  def create_newstat_window (ac)
   
   member = []
   hitpoints = []
   magpoints = []
   lev = []
   @item_max = $game_party.members.size
   for actor in $game_party.members
   member.push (actor.name) 
   hitpoints.push (actor.hp)
   magpoints.push (actor.mp)
   lev.push (actor.level.to_s)
   end  
  
   width = @BOX_W
   height = @BOX_H
   x = ((@LASTX) /2) - (width/2)
   y = (@BOX_Y + 10)
   @newstat_window = Window_Base.new(x, y, width, height)

   
   @newstat_window.create_contents
#Name Line
   if @NAME_ONOFF == true
   @newstat_window.contents.font.color = @newstat_window.system_color  
   @newstat_window.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
   end
   
   #Line One
   
   #Set Color
   @newstat_window.contents.font.color = @newstat_window.normal_color
   
   if @LINEONE_ONOFF == true
    @newstat_window.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER)
    if @L1_STAT < 0
      @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XA')
    end
    if @L1_STAT == 1
      @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L1_STAT == 2
      @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L1_STAT == 3
      @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
    end
    if @L1_STAT > @LCOUNT
      @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XB')
    end
   end
      
#Line Two
   
   #Set Color
   @newstat_window.contents.font.color = @newstat_window.normal_color
   
   if @LINETWO_ONOFF == true
    @newstat_window.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER)
    if @L2_STAT < 0
      @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XA')
    end
    if @L2_STAT == 1
      @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L2_STAT == 2
      @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
    end
     if @L2_STAT == 3
      @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
    end
    if @L2_STAT > @LCOUNT
      @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XB')
    end
   end

#Line Three
   
   #Set Color
   @newstat_window.contents.font.color = @newstat_window.normal_color
   
   if @LINETHREE_ONOFF == true
    @newstat_window.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER)
    if @L3_STAT < 0
      @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XA')
    end
    if @L3_STAT == 1
      @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L3_STAT == 2
      @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
    end
     if @L3_STAT == 3
      @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
    end
    if @L3_STAT > @LCOUNT
      @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XB')
    end
   end  
   
  
   end
# Party Member 2's Box
   def create_newstat_windowtwo (ac)
   
   member = []
   hitpoints = []
   magpoints = []
   lev = []
   @item_max = $game_party.members.size
   for actor in $game_party.members
   member.push (actor.name) 
   hitpoints.push (actor.hp)
   magpoints.push (actor.mp)
   lev.push (actor.level.to_s)
   end  
  
   width = @BOX_W
   height = @BOX_H
   x = ((@LASTX) /2) - (width/2)
   y = (@BOX_Y + 10)
   @newstat_windowtwo = Window_Base.new(x, y, width, height)
   
   @newstat_windowtwo.create_contents
   
   
   #Name Line
   if @NAME_ONOFF == true
   @newstat_windowtwo.contents.font.color = @newstat_windowtwo.system_color  
   @newstat_windowtwo.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
   end
   
   #Line One
   
   #Set Color
   @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
   
   if @LINEONE_ONOFF == true
    @newstat_windowtwo.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER)
    if @L1_STAT < 0
      @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XA')
    end
    if @L1_STAT == 1
      @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L1_STAT == 2
      @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L1_STAT == 3
      @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
    end

    if @L1_STAT > @LCOUNT
      @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XB')
    end
   end
      
#Line Two
   
   #Set Color
   @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
   
   if @LINETWO_ONOFF == true
    @newstat_windowtwo.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER)
    if @L2_STAT < 0
      @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XA')
    end
    if @L2_STAT == 1
      @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L2_STAT == 2
      @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L2_STAT == 3
      @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
    end

    if @L2_STAT > @LCOUNT
      @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XB')
    end
   end

#Line Three
   
   #Set Color
   @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
   
   if @LINETHREE_ONOFF == true
    @newstat_windowtwo.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER)
    if @L3_STAT < 0
      @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XA')
    end
    if @L3_STAT == 1
      @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L3_STAT == 2
      @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L3_STAT == 3
      @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
    end

    if @L3_STAT > @LCOUNT
      @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XB')
    end
   end  
   
  
  
   @LASTX = (@LASTX + @NS_LOCATION)
   end
   

 # Party member 3's Box 
   def create_newstat_windowthree (ac)
   
   member = []
   hitpoints = []
   magpoints = []
   lev = []
   @item_max = $game_party.members.size
   for actor in $game_party.members
   member.push (actor.name) 
   hitpoints.push (actor.hp)
   magpoints.push (actor.mp)
   lev.push (actor.level.to_s)
   end  
  
   width = @BOX_W
   height = @BOX_H
   x = ((@LASTX) /2) - (width/2)
   y = (@BOX_Y + 10)
   @newstat_windowthree = Window_Base.new(x, y, width, height)

   
   @newstat_windowthree.create_contents
  
   #Name Line
   if @NAME_ONOFF == true
   @newstat_windowthree.contents.font.color = @newstat_windowthree.system_color  
   @newstat_windowthree.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
   end
   
#Line One
   
   #Set Color
   @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
   
   if @LINEONE_ONOFF == true
    @newstat_windowthree.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER)
    if @L1_STAT < 0
      @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XA')
    end
    if @L1_STAT == 1
      @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L1_STAT == 2
      @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L1_STAT == 3
      @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
    end
    if @L1_STAT > @LCOUNT
      @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XB')
    end
   end
      
#Line Two
   
   #Set Color
   @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
   
   if @LINETWO_ONOFF == true
    @newstat_windowthree.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER)
    if @L2_STAT < 0
      @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XA')
    end
    if @L2_STAT == 1
      @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L2_STAT == 2
      @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L2_STAT == 3
      @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
    end
    if @L2_STAT > @LCOUNT
      @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XB')
    end
   end

#Line Three
   
   #Set Color
   @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
   
   if @LINETHREE_ONOFF == true
    @newstat_windowthree.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER)
    if @L3_STAT < 0
      @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XA')
    end
    if @L3_STAT == 1
      @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L3_STAT == 2
      @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L3_STAT == 3
      @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
    end
    if @L3_STAT > @LCOUNT
      @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XB')
    end
   end  
#Party Member 4's box
   @LASTX = (@LASTX + @NS_LOCATION)
   end
  
   def create_newstat_windowfour (ac)
   
   member = []
   hitpoints = []
   magpoints = []
   lev = []
   @item_max = $game_party.members.size
   for actor in $game_party.members
   member.push (actor.name) 
   hitpoints.push (actor.hp)
   magpoints.push (actor.mp)
   lev.push (actor.level.to_s)
   end  
  
   width = @BOX_W
   height = @BOX_H
   x = ((@LASTX) /2) - (width/2)
   y = (@BOX_Y + 10)
   @newstat_windowfour = Window_Base.new(x, y, width, height)

   
   @newstat_windowfour.create_contents
   
      #Name Line
   if @NAME_ONOFF == true
   @newstat_windowfour.contents.font.color = @newstat_windowfour.system_color  
   @newstat_windowfour.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
   end
   
#Line One
   
   #Set Color
   @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
   
   if @LINEONE_ONOFF == true
    @newstat_windowfour.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER)
    if @L1_STAT < 0
      @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XA')
    end
    if @L1_STAT == 1
      @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L1_STAT == 2
      @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L1_STAT == 3
      @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
    end
    if @L1_STAT > @LCOUNT
      @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XB')
    end
   end
      
#Line Two
   
   #Set Color
   @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
   
   if @LINETWO_ONOFF == true
    @newstat_windowfour.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER)
    if @L2_STAT < 0
      @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XA')
    end
    if @L2_STAT == 1
      @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L2_STAT == 2
      @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L2_STAT == 3
      @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
    end
    if @L2_STAT > @LCOUNT
      @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XB')
    end
   end

#Line Three
   
   #Set Color
   @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
   
   if @LINETHREE_ONOFF == true
    @newstat_windowfour.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER)
    if @L3_STAT < 0
      @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XA')
    end
    if @L3_STAT == 1
      @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
    end
    if @L3_STAT == 2
      @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
    end
    if @L3_STAT == 3
      @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
    end
    if @L3_STAT > @LCOUNT
      @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XB')
    end
   end  
   
   @LASTX = (@LASTX + @NS_LOCATION)
   end

   
# End Character Boxes

  def terminate
   super
   dispose_menu_background
   @command_window.dispose
   @status_window.dispose
  
   psize = ($game_party.members.size)
   
   
   for actor in $game_party.members
    if psize == 4
     @newstat_windowfour.dispose
    elsif psize == 3
     @newstat_windowthree.dispose
    elsif psize == 2
     @newstat_windowtwo.dispose
    elsif psize == 1
     @newstat_window.dispose

    end
    psize = (psize - 1)
   end    
   
   
  end
  
   def update
   super
   
   update_menu_background
   @command_window.update
   if @command_window.active
    update_command_selection    
   elsif @status_window.active
    @status_window.update
    update_actor_selection
    end
  end
  def create_command_window
   s1 = Vocab::item
   s2 = Vocab::skill
   s3 = Vocab::equip
   s4 = Vocab::status
   s5 = Vocab::save
   s6 = Vocab::game_end
   @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6],2,3)
   @command_window.index = @menu_index
   @command_window.x = (230 /2) - (@command_window.width/2) #167
   @command_window.y = Wor_Litemenu::MENU_WINDOW_Y
   if $game_party.members.size == 0 
    @command_window.draw_item(0, false)
    @command_window.draw_item(1, false)
    @command_window.draw_item(2, false)
    @command_window.draw_item(3, false) 
   end
   if $game_system.save_disabled
    @command_window.draw_item(4, false) 
   end
end

  

  def start_actor_selection
   @command_window.active = false
   @status_window.visible = true
   @status_window.active = true
   @status_window.index = 0
  end

  def end_actor_selection
   @command_window.active = true
   @status_window.visible = false
   @status_window.active = false
   @status_window.index = -1
  end
  
end

Nos vemos hasta la Proxima ;)
Axel
Axel
PJ Recurrente
PJ Recurrente

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Rmakercom
RPG Maker : Ace
Mensajes : 109
Monedas : 277
Reputación : 17
Localización : En algun lugar de Azeroth

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